Age | Commit message (Collapse) | Author |
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Fix RigidBody3D.get_inverse_inertia_tensor() crash
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Using codespell 2.0.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
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Return RID instead of Object id in area-body_shape_entered-exited signals.
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MeshInstance3D::create_debug_tangents, GIProbe::bake
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Fix RayCast3D color in game with no collision
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-Mesh2D now works
-MultiMesh2D now works
-Polygon2D now works
-Added hooks for processing 2D particles
-Skeleton2D now works
2D particles still not working, but stuff needed for it is now implemented.
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Create CollisionObject3D debug shapes using RS
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without overrides
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-Enable the trails and set the length in seconds
-Provide a mesh with a skeleton and a skin
-Or, alternatively use one of the built-in TubeTrailMesh/RibbonTrailMesh
-Works deterministically
-Fixed particle collisions (were broken)
-Not working in 2D yet (that will happen next)
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Core: Drop custom `copymem`/`zeromem` defines
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We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f66391327b2967a20a89c3627e1dd6e84eb.
There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
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Fix NavigationAgent3D not emitting "target_reached" Signal when reaching pathfinding target.
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Create GDScript bindings for creating multiple-convex collision bodies [4.0]
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Added an occlusion culling system with support for static occluder meshes.
It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`.
Occluders are defined via the new `Occluder3D` resource and instanced using the new
`OccluderInstance3D` node. The occluders can also be automatically baked from a
scene using the built-in editor plugin.
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Fix crash on RigidBody _direct_state_changed
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Removed _direct_state_changed bindings
Affects 2D and 3D nodes
Callbacks now use Callable
Tests were changed accordingly
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`Area[X]D`: Put physics override parameters in their own group and document that areas can be used to influence audio
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Fix broken NavigationAgent3D collision avoidance callback
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- For now everything imports multithreaded by default (should work I guess, let's test).
- Controllable per importer
Early test benchmark. 64 large textures (importing as lossless, _not_ as vram) on a mobile i7, 12 threads:
Importing goes down from 46 to 7 seconds.
For VRAM I will change the logic to use a compressing thread in a subsequent PR, as well as implementing Betsy.
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can be used to influence audio
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Fix Skeleton3D.clear_bones_global_pose_override() not resetting global_bone_overrides properly
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TwistedTwigleg/skeletonik_changes_and_bug_fixes_regressionfix2
Changed SkeletonIK3D to clear bone overrides when stopping
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fix skeleton (ik) not resetting global_bone_overrides properly
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MeshInstance added as child nodes for CollisionObject debug shapes can
be invalidated while deleting the collision object (child nodes are
deleted first), which caused accesses to invalid memory in
shape_owner_remove_shape that lead to random crashes.
Also optimized accesses to shapes to avoid copy-on-write on each
iteration.
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Previously, the warnings were passed as a string and delimitation of which were hard coded at each implementation.
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TwistedTwigleg/skeletonik_changes_and_bug_fixes_regressionfix2
Fix for SkeletonIK not working correctly with 0 interpolation and incorrectly rotating with animation
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Change XRPositionalTracker to a reference (master)
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incorrectly rotating with animation. Now the root bone rotates differently to ensure it always rotates correctly and works with BoneAttachment3D nodes.
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Allow renaming bones and blendshapes.
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In game, the ray color was always set as colliding.
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SoftBody support in GodotPhysics 3D
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Rename Sprite.region_enabled getter and setter methods to match properties
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Fix spamming errors when SoftBody pinned nodes have no attachment
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